WARRIOR
"So, I chop things up and we win? I think I can handle that."
Armed with steel, guts, and occasionally their allies, the Warrior, as a class, personifies the scrapper at the heart of the battlefield - from mercenary cadet to former soldier, the Warrior specializes in bringing chaos and disaster to the enemy.
The Warrior is a physical attacker class that specializes in speed and power, with a wealth of tricky, battle-shaping effects. Though many of their abilities have a brutish flavor, the Warrior is really the best example of a swordsman's finesse - harassing enemies with Sneak Attack and Delay Buster, coordinating attacks with Launch and Blindside, and turning advantage into unstoppable victory with the -siphon abilities. The guaranteed delay offered by the Ruinga spell might make it worth your while to know some magic, too.
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Equipment
Weapons: Dagger, Claw, Sword, Greatsword, Hammer&Axes, Spear, Heavy Armor, Light Armor, Shields
Bare
Strength: Heavy, Accuracy 1, Critical 1, Skewer
Blocking: Yes (Armor)
Defenses: Light
Style: Physical
Bonus: Pick one set
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Technique
Advance
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior momentarily focuses all his effort on the next attack, dealing larger damage in exchange for defense. Advance deals weapon damage with a x1.25 Power multiplier. Until the Warrior's next turn, all damage they receive is granted a +25% situational modifier.
CoS: 80
Throw Ally
AP: 130
Type: Action
Technique, Aimed
Target: Special
50D F15
The Warrior is particular adept at using anything at hand to pummel his foes with, and sometimes the nearest thing at hand is an ally. Pick one ally when using Throw Ally; they take damage equal to 25% of their Max HP and if they had been under either the Sleep or Confuse status conditions, remove them if the attack hits. Throw Ally deals (16 x ATK + 3d10) ranged physical damage to one enemy.
CoS: 85
Adjustment: +8 Power per tier above 1.
Beatdown
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior delivers a quick, massive blow while forgoing accuracy in exchange for drastically increased power. Beatdown deals weapon damage with an x2 Power multiplier.
CoS: 40
Featherblow
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior dashes forward with a quick burst of speed, catching the target unaware. Featherblow deals weapon damage with a x0.75 Power multiplier.
CoS: 140
Sneak Attack
AP: 130
Type: Action
Technique, Weapon, Stance
Target: Single
[W]D F[W]
The first time Sneak Attack is used against a target, it deals normal weapon damage - further consecutive Sneak Attacks inflict increasing damage, as long as the target ignores the Warrior. As long as the Warrior continues to use Sneak Attack against the same initial target, +25% is added for each such action, up to +100% maximum. If the Warrior fails to use Sneak Attack on the initial target on their turn, the bonus is reset back to zero. This bonus will also be reset to zero if the target being Sneak Attacked performs any action which targets the Warrior.
CoS: 80
Full Assault
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior winds up for a mighty blow, then deals damage with a x2 Power multiplier. This sort of blow takes a lot out of the Warrior, however, and they are immediately put to Sleep (2).
CoS: 80
Blindside
AP: 130
Type: Action
Technique, Weapon
Target: Single
7+[W]D F[W]
The Warrior slams his weapon into the enemy, distracting it temporarily. Blindside deals normal weapon damage - the first time an ally strikes the enemy with a damaging action before that enemy's turn, that action inflicts +25% damage.
CoS: 80
Tenacity
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 30
Once again showing an utter lack of caring for their own safety and defenses, the Warrior takes a deep breath before unleashing a powerful blow that draws strength from enfeeblements. For every negative status effect currently inflicting the Warrior, add +25% damage to this attack.
CoS: 80
Adjustment: +10 MP per tier above 1.
Piercethrough
AP: 130
Type: Action
Technique, Weapon
Target: Group (1 Target Front and Back)
[W]D F[W] MP: 90
The Warrior puts the full force of strength into an attack and skewers not one, but two enemies in a single attack. Piercethrough deals normal weapon damage to two targets, one in the front row and one in the back row. The target in the back row does not receive the situational damage modifier for being in the back row for this attack.
CoS: 80
Adjustment: +30 MP per tier above 1.
Twister Assault
AP: 130
Type: Action
Technique, Weapon
Target: Group (Front Row)
[W]+5D F[W] MP: 90
The Warrior spins in a wide circle with his weapon thrust outward, dealing normal weapon damage.
CoS: 80
Adjustment: +30 MP per tier above 1.
Wild Swing
AP: 130
Type: Action
Technique, Weapon
Target: Group
[W]+10D F[W] MP: 120
The Warrior throws himself into the thick of the enemy ranks before lashing out wildly. Wild Swing deals normal weapon damage.
CoS: 80
Adjustment: +40 MP per tier above 1.
Keen Edge
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 30
The Warrior steps forward while thrusting for a weak point in his foes defenses. Keen Edge deals normal weapon damage, and innately has two ranks of Critical.
CoS: 80
Adjustment: +10 MP per tier above 1.
Power Attack
AP: 130
Type: Action
Technique, Weapon
Target: Single
5+[W]D F[W] MP: 60
The Warrior lets off a powerful swing, dealing weapon damage with a x1.5 Power multiplier.
CoS: 80
Adjustment: +20 MP per tier above 1.
Double Cut
AP: 130
Type: Action
Technique, Weapon, Multi-Hit
Target: Single
10+[W]D F[W] MP: 120
The Warrior quickly unleashes two attacks on the same target, with each hit dealing normal weapon damage.
CoS: 80
Adjustment: +40 MP per tier above 1.
Scourge
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W]
The Warrior let loose a massive attack, seeking to deny the enemy a chance to act. If the next combatant in the imitative order is the target struck by this attack, Scourge deals weapon damage with a x2 Power modifier. If the targeted combatant is not the next combatant in the initiative order, Scourge instead deals normal weapon damage.
CoS: 80
Armor Break
AP: 130
Type: Action
Technique, Status: Seal|Seal, Deprotect
Target: Single
43D F18
Inflicts Deprotect (4) upon the target. In addition, the Armor monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 70
Mental Break
AP: 130
Type: Action
Technique, Status: Seal|Seal, Deshell
Target: Single
43D F18
Inflicts Deshell (4) upon the target. In addition, the Magic Armor monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 70
Power Break
AP: 130
Type: Action
Technique, Status: Seal|Seal, Debrave
Target: Single
43D F18
Inflicts Debrave (4) upon the target. In addition, the Piercing monster property is Sealed until this status effect is cured or otherwise removed.
CoS: 70
Magic Break
AP: 130
Type: Action
Technique, Status: Seal|Seal, Defaith
Target: Single
43D F18
Inflicts Defaith (4) upon the target. In addition, the Enhance Element monster properties are Sealed until this status effect is cured or otherwise removed.
CoS: 70
Taunt
AP: 130
Type: Action
Technique, Effect: Berserk
Target: Single
40D F15
With a quick series of rude comments and gestures, the Warrior sends the enemy into a blind rage, forcing them to forgot all tactics as they fall under the effects of Berserk (4).
CoS: 70
Mineuchi
AP: 130
Type: Action
Technique, Status: Stop
Target: Single
50D F30
Mineuchi inflicts Stop (1)
CoS: 60
Shadowstick
AP: 130
Type: Action
Technique, Weapon, Status: Slow
Target: Single
5+[W]D F[W] MP: 24
Unrelenting blows take their toll on the target - Shadowstick deals normal weapon damage, and has an additional 55% CoS to inflict Slow (4).
CoS: 80
Adjustment: +8 MP per tier above 1.
Shield Break
AP: 130
Type: Action
Technique, Weapon, Status: Evasion%20Down|Evasion Down
Target: Single
5+[W]D F[W] MP: 24
Unrelenting blows take their toll on the target - Shield Break deals normal weapon damage, and has an additional 50% CoS to inflict Evasion Down (4).
CoS: 80
Adjustment: +8 MP per tier above 1.
Delay Attack
AP: 130
Type: Action
Technique, Weapon, Effect: Delay
Target: Single
[W]D F[W] MP: 60
The Warrior lets off a powerful attack aimed at sending his opponent reeling back. Delay Attack deals normal weapon damage, and has an additional 75% CoS to Delay the target by 10.
CoS: 80
Adjustment: +20 MP per tier above 1.
Launch
AP: 130
Type: Action
Technique, Weapon, Effect: Delay
Target: Single
[W]+12D F5+[W] MP: 75
The Warrior winds up and slams into a single target with enough force to send it flying into the air! Launch deals normal weapon damage, and Delays the target by 7, and sends the enemy sailing helplessly through the air, inflicting Float (1). Until the beginning of the target's next turn, they receive a +25% situational modifier to all incoming damage. Multiple uses of Launch in sequence before the target can act do not increase this effect.
CoS: 80
Adjustment: +25 MP per tier above 1.
Minus Strike
AP: 140
Type: Action
Technique
Target: Single
60D F20 MP: 105
Deal damage to the target equal to the difference between the Warrior (Max HP - Current HP). This damages automatically Pierces and ignores all situational modifiers.
CoS: 100
Adjustment: +35 MP per tier above 1.
Deathblow
AP: 130
Type: Action
Technique, Aimed, Effect: Death, Multi-Hit (Consolation)
Target: Single
50D F15
The Warrior rushes in to finish off a wounded enemy - if the target is in SoS condition, Deathblow instantly reduces them to 0 HP. On a miss, Deathblow attempts a second hit for (6 x ATK +d8) physical damage, as long as the target was in SoS condition. (Deathblow has no effect on a target above 25% HP.)
CoS: 60, 255
Adjustment: +3 Power per tier above 1.
Iai Strike
AP: 150
Type: Action
Technique, Aimed, Effect: Death, Multi-Hit (Consolation)
Target: Single
75D F30 MP: 144
Instantly reduces the target to 0 HP. If this misses, Iai Strike attempts a second hit for (4 x ATK + 1d6) physical damage.
CoS: 75, 255
Adjustment: +44 MP, +2 Power per tier above 1.
Magicide
AP: 130
Type: Action
Technique, Weapon
Target: Single
7+[W]D F[W]
Sometimes it's easier to take a mage away from their source of power rather than block it or jump through hoops to kill them. Magicide deals normal weapon damage to the targets MP score.
CoS: 90
Quick Hit
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]-10D F[W]-5 MP: 60
The Warrior lets off a blindingly fast attack, dealing normal weapon damage.
CoS: 80
Adjustment: +20 MP per tier above 1.
Rush
AP: 130
Type: Action
Technique, Weapon, Effect: Push
Target: Single (Front Row)
[W]D F[W] MP: 45
After knocking the target off balance, the Warrior then gives a shove and sends the enemy flying back. Rush can only target enemies in the front row, and deals normal weapon damage before moving the target into the back row.
CoS: 80
Adjustment: +15 MP per tier above 1.
Greased Lightning
AP: 130
Type: Action
Technique, Weapon
Target: Single
[W]D F[W] MP: 42
The Warrior deftly lunges forward and strikes a blow, quicker than the eye can follow. Greased Lightning deals normal weapon damage - in addition, it will not trigger any reactions, ignoring them completely.
CoS: 80
Adjustment: +14 MP per tier above 1.
Throw Stone
AP: 110
Type: Action
Technique, Aimed, Effect: Push
Target: Single
30D F15
The Warrior picks up a rock, then tosses it at a foe, perhaps causing them to stumble as it strikes. Throw Stone inflicts (4 x ATK + d6) physical damage which is Ranged, and has an additional 30% CoS to Push the target.
CoS: 80
Adjustment: +2 Power per tier above 1.
Insect Killer
AP: 130
Type: Action
Technique, Weapon
Target: Single
20+[W]D F[W]
After taking a moment to find the weak point on the foe, the Warrior then rushes forward to strike! If the target is an Insect, it deals weapon damage with a x3 Power multiplier. If not, simply deal normal weapon damage.
CoS: 80
Battle Cry
AP: 130
Type: Action
Technique, Enhancement: Brave, Critical Up
Target: Self
30D F10
The Warrior throws his head back and lets out a terrible battle cry, psyching himself up for a a full offensive in lieu of defense. Battle Cry bestows both Brave (7) and Critical Up (7) on the Warrior, while at the same time inflicting Deprotect (7).
CoS: 100
En Guard
AP: 130
Type: Action
Technique, Stance
Target: Self
40D F40
The Warrior braces for what's to come - ready to lash back at any assault. En Garde lasts until the Warrior's next turn - whenever the Warrior receives damage from an action, they immediately make a Basic Attack action against the combatant who performed the action, after damage and effects are resolved. (En Guard does not respond to reactions, but can trigger them.)
CoS: 100 (For the stance, the Basic Attacks still have their normal CoS)
First Aid
AP: 110
Type: Action
Technique, Recovery
Target: Self
30D F15 MP: 30
The Warrior quickly applies some first aid to himself, patching up small wounds. First Aid restores (4 x VIT + 1d8) HP and removes the status conditions Poison, Sap, Immobilize and Blind.
CoS: 100
Adjustment: +10 MP, +2 Power per tier above 1.
Wish
AP: 130
Type: Action
Technique, Recovery
Target: Single
40D F15
When Wish is used, reduce the Warrior's HP by 20% of their Max HP. The target has their health restored by twice this amount. Wish cannot target the Warrior.
CoS: 100
Tactical Maneuver
AP: 100
Type: Action
Speedy
Target: Self
Special
When Tactical maneuver is used, the Warrior may choose to be Delayed by either 1, 3, 5 or 7. Tactical Maneuver has no other effect.
CoS: 100
Magic
Ruin
AP: 130
Type: Action
Magic, Spell, Effect: Delay
Target: Single
50D F15 MP: 60
Ruin deals (14 x MAG + 1d12) magical damage and delays the target by 5.
CoS: 100
Adjustment: +20 MP, +7 Power per tier above 1.
Ruinga
AP: 130
Type: Action
Magic, Spell, Effect: Delay
Target: Group
60D F25 MP: 120
Ruinga deals (12 x MAG + 1d8) magical damage and delays the target by 3.
CoS: 100
Adjustment: +40 MP, +6 Power per tier above 1.
Howling Moon
AP: 130
Type: Action
Magic, Enhancement: Haste
Target: Self
30D F10
The Warrior throws his head back and lets out a terrible battle cry, forgoing tactics in exchange for power and speed. Howling Moon bestows Haste (5) on the Warrior, while at the same time inflicting Berserk (5).
CoS: 100
Scream
AP: 130
Type: Action
Magic, Effect: Dispel
Target: Group (Front Row)
40D F15 MP: 120
Removes all positive status conditions from the target
CoS: 50
Adjustment: +40 MP per tier above 1.
Support
Doublehand
AP: 150
Type: Support
Under certain situations, the Warrior applies a x2 power multiplier to all weapon damage, and increases weapon delay by +15D.
Equipment: When wielding a Sword, with nothing equipped in the Shield slot.
Bare: When Strength type is medium. Change the Blocking property to No.
Remodeling: When wielding a Medium weapon with nothing equipped in the Shield slot.
Fencer
AP: 125
Type: Support
Equipment: When the Warrior wields a one handed weapon in a single hand, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.
Bare: When the Warrior is not benefiting from either Doublehand or Monkey Grip, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.
Remodeling: When the Warrior is not benefiting from Doublehand and not using a weapon with Heavy strength, they receive 2 ranks of Critical. As well, any critical hits score deal an additional +25% damage.
Monkey Grip
AP: 125
Type: Support
Equipment: The Warrior is now capable of wielding Greatswords, Spears and Hammers&Axes in a single hands, rather than needing to use both.
Bare: Change the Warrior's Strength to Heavy and gain the Evasion 1 property.
Remodeling: Allows the character to equip a Heavy weapon in a single hand, allowing them to equip a shield in the shield slot.
First Strike
AP: 150
Type: Support
Provided that the Warriors party was not caught in a disadvantageous pre-emptive strike, if the Warrior is not able to take the first action in battle after starting delays are reduced to 0, lower his delay to 0 and have him acts first regardless. First Strike has no effect is the Warrior is caught in a pre-emptive strike.
Ravage
AP: 150
Type: Support
The Warrior keeps the heat on the enemy, following through on an ally's attack. Ravage activates when the previous action taken by the party was a damaging action performed by one of the Warrior's allies, granting a +25% situational modifier to damage inflicted on all targets damaged by that action that have not acted between the ally's action and the Warrior's. (When the Warrior attacks the same enemy that the ally acting before him attacked, and that enemy has not yet taken a turn, Ravage boosts damage.)
Adrenaline
AP: 130
Type: Support
Being on the verge of death gets the Warrior's blood pumping and forces them to exert more effort that they're normally capable of in order to get out of the bind. While in SOS, all damage inflicted by the Warrior receives a +25% situational modifier.
Lifesiphon
AP: 130
Type: Support
Whenever the Warrior directly KOs, Ejects, or Stones an enemy, the Warrior's delay is lowered after the abilities delay is applied. For each Easy enemy defeated, delay is reduced by 5, for each Normal enemy it is reduced by 6, and for each Tough enemy it is reduced by 10. If Lifesiphon would reduce the Warrior's delay below 0, it's reduced to 0 instead. (Lifesiphon directly affects the Warrior's delay, not the delay of the triggering action.)
Fault Siphon
AP: 100
Type: Support
The Warrior is capable of letting of increasingly faster attacks when targeting crippled foes. For every negative status inflicting the target of a single target damaging ability, reduce the delay on the ability by 2.
Powerchain
AP: 100
Type: Support
When the Warrior strikes targets with maximum HP with a damaging action, the Warrior inflicts +25% damage with that action. Targets that suffer bonus damage from Powerchain are delayed by 5D as an additional Delay effect - this effect cannot miss. (Powerchain boosts damage for all hits in a Multi-Hit action, even if the first reduces the target below max HP. Apply the delay effect only once to each target per action.)
Unscarred
AP: 150
Type: Support
When at full HP, all damage dealt by the Warrior gains a +25% bonus. In addition the Warrior gains a -25% situational damage modifier to incoming damage until his HP is dropped below its Max value.
Reaction
Strikeback
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: Being missed by a melee action that inflicts physical damage.
Having blocked the attack, the Warrior powers through to counter - Strikeback inflicts weapon damage with a x1.25 Power multiplier.
CoS: 60
Reflex
AP: 150
Type: Reaction
—
Target: Self
Trigger: Being hit by a melee action that inflicts physical damage
The Warrior instead dodges the attack and suffers neither damage nor any other additional effects which the attack might have had.
CoS: 30
Bonecrusher
AP: 150
Type: Reaction
Technique, Weapon
Target: Triggering Enemy
Trigger: The Fighter is hit for single target physical melee damage.
The Warrior reacts quickly and brutally, lashing out to inflict weapon damage with a x1.5 Power multiplier.
CoS: 40
Counter Tackle
AP: 125
Type: Reaction
Technique, Aimed, Effect: Push
Target: Triggering Enemy
Trigger: The Warrior is hit for physical melee damage which originated from the front row.
The Warrior quickly tackles the enemy into the ground before springing back to his feet and returning to formation. Counter Tackle inflicts (6 x ATK + d8) physical damage, and has an additional 75% CoS to Push the target into the back row.
CoS: 65
Adjustment: +3 Power per tier above